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Game
For a Laugh (Create
Online, Issue 12. May 2001)
JohnJohn
interviewed by Stuart Dredge for "Create
Online" magazine among other
design specialists about online game
design.
Looking
to create a good game? Check out these
ten tips from the experts, and follow
the inspirational links to the best
of the breed.
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Video
games are cool. Whereas once,
gaming was purely for childrens
and geeks, it's now a genuine
mainstream leisure activity.
And if there's one thing the
gaming industry knows about,
it's stickiness. The
best video games are exceptionally
sticky, purveying a "just
one more go" culture
that
hooks even the most casual
gamers into lengthy goggled-eyed
console sessions.
But
it's not just about consoles
and PCs. There's
an ever increasing number
of web-based games, using
technology such as Flash,
Java and shockwave.
Sometimes
they're created for fun, but
more often they're used as
marketing tools. Something
to pull users in, persuade
them to return regularly,
and be passed on to their
friends.
There
have already been many banners
ad games, including the Hewlett-Packard's
semi legendary Pong banner.
Viral
games have had plenty of hype
in the last year too,
as
marketing types fall over
themselves to jump in the
viral bandwagon. And there's
even sites full of games,
from the multimedia thrills
of shockwave.com through to
the purely text-based quizzed
on e-mode.
Web
based games are fun to produce,
but how can you ensure that
yours is truly sticky?
Although
there's no hard and fast set
of rules, there are underlying
principles that should be
born in mind. We've
talked to the experts to pull
together these ten hot tips,
as well as the best examples
online. Game on.
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1
- Keep it simple
2 - Get old-skool
3 - Know your audience
4 - Think viral
5 - Know your audio
6 - Don't be cruel
7 - Choose your tech
8 - Test yourself
9 - Know the score
10 - Be original |
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1
- Keep it simple
Whatever
technology you're using to
create your game, a
low file size is a necessity.
If users are left twiddling
their thumbs while your mini-masterpiece
downloads, they'l lose patience
sooner rather than after.
"If you're delivering
a 30-second game experience,
it's disapointing if you're
forced to wait ten minutes
for it download first,"
points out Deepend multimedia
designer Pete Everett.
For this reason, ditch
any thoughts of whizzy textures
or complex multi-layered backgrounds.
But don't worry: "Constraint
often breeds creativity"
says Everett. "The game
are often more playable as
a result."
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Micro
Jet Racer: very addictive,
but just 110k.
www.insert-credit.com
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2
- Get old-skool
You're
not the first game designer
working to a tight file size.
Look to classic arcade for
inspiration: Space Invaders,
Pong, Breakout, Frogger...whatever.
"At
the time, they had even more
technology constraints than
we do nowadays," says
JohnJohn's Benoit Viellefon.
"And yet developpers
were still able to create
some really good addictive
games."
If
you're creating a simple branded
game for a corporate client
, it's worth considering whether
you can adapt a classic game
to your own ends. And there's
another advantage too: "you
don't have to explain the
rules to the players,"
says Viellefon. "They
already know how to play."
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Fibre's
game for Green Pyramid,
which was inspired by Battle
Zone.
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3
- Know your audience
Before
rolling out the hard-core
gaming thrills, stop to think
about the audience for your
game.
Will they be experienced gamers,
or complete novices?
It
could make big difference,
especially if you'r working
on a new medium.
"When you're creating
games for the Web, mobile
phones or interactive TV,
you could be dealing with
people who've never played
a computer game before,"
says David Streek, design
director at Deepend. "You
should try to put yourself
in the mind of the intended
audience, as different consumers
react to games in different
ways."
|
Emarketeer's
Hockey game is simple enough
for non-fans to play.
www.Hockeyheaven.co.uk
|
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4
- Think viral
If
your game is good, people
will be scrambling to pass
it on to their mates. Who
in turn will pass it to their
mates. And so on. And while
they might copy and paste
the URL into an email, why
not make it easy for them
to alert their friends to
your game's existence?
All
it takes is a simple automated
form, enabling people to enter
a bunch of email addresses
to notify about the game.
It's
relatively easy to factor
in, but it means your game
potential for viral popularity
will be immense. Of course,
if you've done a standalone
promotional game that's under
500k, people will be able
to email the whole thing...
|

Traffic
Interactive's athletic game
for FT.com encouraged people
to involve their friends.
www.ft.com |
|
5
- Know your audio
Sound
is absolutely crucial to a
great Web-based game. Yes,
you have to work within the
strict file size limitations
we talked about earlier, but
that shouldn't mean you skimp
on your audio. "The quality
of the sound effects and music
is really important,"
says Benoit Viellefon.
"Imagine
playing a game with the sound
turned off. It's not half
as much fun. Good sound affects
make the game exciting, and
the right music will keep
people playing. You have to
get on their nerves!"
|

Music
and sound effects are a crucial
part of Johnjohn's Tetris game
www.johnjohnrecords.com
|
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6
- Don't be cruel
Getting
the difficulty right is one
of the most important things
about creating a genius Web-based
game. Too easy, and users
will get bored. Too hard,
and they'll flee screaming
for the comfort of their Game
Boys. "You have to make
the game quite hard to win,"
says Benoit Viellefon. "Make
it challenging for people
, otherwise it's no fun. But
don't put them off."
The
key is user testing. Get your
friends, family and any other
casual acquaintances' pets
to play your game before it
goes live. Use
that process to fine-tune
the difficulty level.
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Netbabyworld's
game are always finely poised
affairs.
www.netbabyworld.com |
|
7
- Choose your tech
Java,
Shockwave, Flash, Director...There
are various technologies that
you can create Web-based game
in - each with their own pros
and cons. Flash
and Shockwave tend to be better
choices if you're starting
from scratch. "It's
very difficult to write a
good Java game if you're not
an expert," says Benoit
Viellefon. "It can also
be expensive. Flash
is a cheaper alternative,
and it's easier to learn too.
But I would say that, as I'm
not a Java expert!"
Your
best course of action, in
other words, is to go with
what you know.
|

Shockwave.com
shows why Shockwave is so popular
for games.
www.shockwave.com |
|
8
- Test yourself
Just
like in the proper games industry,
testing is a vital part of
the process. "You have
to test
your game on as many platforms
, in as many browsers and
on as many different spec
machines as you can,"
says Pete Everett. Not everyone
has a 1Ghz processor, and
a game that runs like a dream
on your development PC might
run like a dog on a three
years old Macintosh."
This
is particularly true if you're
planing to set a limit on
your game, making users compete
against the clock. "Your
game should not be easier
to complete if you are playing
on a faster machine!"
says Everett.
|

Be
wary: your great game might
crawl on lower-spec computers.
www.stressfree-travel.com |
|
9
- Know the score
High-score
tables are a great feature.
They enable users to compare
their ratings against everyone
else, and can provide sufficient
motivation for them to keep
coming back and bettering
their previous efforts. Emarketeers
designer Stephen Folkes worked
on a Web-based game that offers
prizes for players who top
the high-score tables.
"Visitors
are returning again and again
to beat the score, to get
their name on the front of
the site and a prize in the
post." he
says. Proven stickiness.
|

Tangozebra's
Xmas game showed off its score-table
technology.
www.tangozebra.com
|
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10
- Be original
This
may seem like a direct contradiction
to point two but bear with
us. It's all very well looking
to existing game for inspiration,
but you'll have to use them
in original context. "It's
a natural process to use the
games you loved to influence
your own design," says
Davis Streek. "But where
possible, use them in an original
mix with a different objective."
He
cites the example of Sonic
the Hedgehog and Super Mario
World. "They're actually
very similar in terms of their
format, but they combine these
similar elements in very differents
ways, and play at a different
pace."
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Kerb's
Micro Death game spices up an
established game genre.
www.scooterdeath.com |
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28th May 2001 -
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